LISP Lore: A Guide to Programming the LISP Machine

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LISP Lore: A Guide to Programming the LISP Machine

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LISP Lore: A Guide to Programming the LISP Machine

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LISP Lore: A Guide to Programming the LISP Machine

1. Introduction. - 2. Getting Started on the Lisp Machine. - 2. 1 Why Use a Lisp Machine?. - 2. 2 The Keyboard. - 2. 3 Typing to a Lisp Listener. - 2. 4 Getting Around the Environment. - 2. 5 The Mouse. - 2. 5. 1 The System Menu. - 2. 6 The Monitor. - 2. 7 The Editor. - 2. 8 The Compiler and the Debugger. - 2. 9 Getting Started. - 2. 10 A Word About Work Style. - 2. 11 This and That. - 2. 12 Problem Set 1. - 3. Flow of Control. - 3. 1 Conditionals. - 3. 2 Blocks and Exits. - 3. 3 Nonlocal Exits. - 3. 4 Iteration. - 3. 5 Lexical Scoping. - 3. 6 Macros. - 3. 7 Unwind-protect. - 3. 8 Fun and Games. - 3. 9 Problem Set. - 4. More on Navigating the Lisp Machine. - 4. 1 The Scheduler and Processes. - 4. 2 Windows. - 4. 3 Debugging. - 4. 4 The Input Editor and Histories. - 4. 5 Mouse Sensitivity. - 4. 6 Poking Around. - 4. 7 Fun and Games. - 4. 8 Problem Set. - 5. What's a Flavor?. - 5. 1 Instance Variables. - 5. 2 Methods. - 5. 3 Making Instances. - 5. 4 Initial Values for Instance Variables. - 5. 5 Methods for Make-instance. - 5. 6 Mixing Flavors. - 5. 7 Combined Methods. - 5. 8 Whoppers. - 5. 9 Internal Interfaces. - 5. 10 Vanilla Flavor. - 5. 11 The Flavor Examiner Tools. - 5. 12 Message Passing. - 5. 13 The Window System. - 5. 14 Fun and Games. - 5. 15 Problem Set. - 6. User Interface. - 6. 1 Program Frameworks: an Overview. - 6. 2 Defining Commands. - 6. 3 The Redisplay. - 6. 4 Presentation Types. - 6. 5 Mouse Sensitivity. - 6. 6 Fun and Games. - 7. The Graph Example. - 7. 1 The Nodes and Arcs. - 7. 2 The Presentation Types. - 7. 3 The Display. - 7. 4 The Commands. - 7. 5 The Mouse Gesture Translators. - 7. 6 The Program. - 7. 7 Problem Set. - 8. Streams and Files. - 8. 1 Streams. - 8. 2 Accessing Files and Directories. - 8. 3 Pathnames. - 8. 4 Making Other I/O Streams. - 8. 5 Fun and Games. - 8. 6 Problem Set. - 9. The Calculator Example. - 9. 1 The Program Frame. - 9. 2 The Redisplay. - 9. 3 TheCommand-definition Macrology. - 9. 4 The Program. - 9. 5 Fun and Games. - 10. Systems Storage and Errors. - 10. 1 Systems. - 10. 2 Storage Allocation. - 10. 3 Condition Handling. - 10. 4 Fun and Games. - 11. The Card Game Example. - 11. 1 Card Definitions. - 11. 2 Presentation Types. - 11. 3 Card Places. - 11. 4 The Interactive Program. - 11. 5 The Program. - 11. 6 Problem Set. - 11. 7 Fun and Games. - 12. More Advanced Use of the Editor. - 12. 1 Keyboard Macros. - 12. 2 Writing New Commands. - 12. 3 Learning More About the Editor. - 12. 4 Fun and Games. - 12. 5 Problem Set. - 13. A Quick Look At the Network. - 13. 1 The Gee-whiz Look. - 13. 2 The Generic Network System. - 13. 3 The Namespace System. - 13. 4 Examples of the Use of the Generic Network System. - 13. 5 Writing Your Own Network Software. - APPENDIX A. Basic Zmacs Commands. Language: English
  • Brand: Unbranded
  • Kategori: Computer og internet
  • Format: Paperback
  • Forlag / Pladeselskab: Springer
  • Udgivelsesdato: 2011/11/23
  • Kunstner: H. Bromley
  • Sprog: English
  • Antal sider: 338
  • Fruugo ID: 337902403-741561762
  • ISBN: 9781461291893

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